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Difference between revisions of "EmptyReload"

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This flag specifies the time in frames that will elapse for a unit to reload the first round of {{TTL|Ammo}} when it is empty.
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This flag specifies the time in frames that will elapse for a unit to reload the first round of {{f|Ammo|link}} when it is empty.
  
 
==Special values==
 
==Special values==
By setting this flag to −1, which is the default value, the {{TTL|EmptyReload}} logic will be ignored and the first round will take {{TTL|Reload}} frames to load.
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By setting this flag to −1, which is the default value, the {{f|EmptyReload|link}} logic will be ignored and the first round will take {{f|Reload|link}} frames to load.
  
 
==See also==
 
==See also==
*{{TTL|Ammo}}
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*{{f|Ammo|link}}
*{{TTL|InitialAmmo}}
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*{{f|InitialAmmo|link}}
*{{TTL|Reload}}
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*{{f|Reload|link}}
*{{TTL|ReloadIncrement}}
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*{{f|ReloadIncrement|link}}
*{{TTL|PipWrap}}
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*{{f|PipWrap|link}}

Latest revision as of 09:57, 27 November 2009

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: EmptyReload
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Special Values: −1
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag specifies the time in frames that will elapse for a unit to reload the first round of Ammo when it is empty.

Special values

By setting this flag to −1, which is the default value, the EmptyReload logic will be ignored and the first round will take Reload frames to load.

See also